Posts Tagged ‘Game’

Eyelead Software Launched the Bunny Maze 3D Game

February 1st, 2012

A leading software developer focusing in next generation 3D entertainment applications and state-of-the-art visualization technologies, announced today the release of its Bunny Maze 3D game in selected Android markets. The Bunny Maze 3D title that initially has been made available in the North America and Greek markets, has been released for use exclusively on Android devices powered by Qualcomm’s Snapdragon™ processors.

In Bunny Maze 3D, players help the adventurous Bunny get back its stolen carrots, in a cheerful journey through a magical world. The Bunny is after an evil breed of bunnies who have stolen its carrots, stockpiling them around the world. In its quest to get its carrots back, the Bunny will travel to magical places, avoid peculiar obstacles and outsmart its enemies.

Bunny Maze 3D is also accessible through the recently launched Snapdragon GameCommand™ application, which gives mobile users a way to quickly discover, organize, and access the latest Snapdragon optimized, featured and exclusive games. Bunny Maze 3D was created on Eyelead’s Hive3D Development Platform™ and optimized for Android devices powered by certain Qualcomm Snapdragon™ processors.

“By collaborating with Qualcomm, we optimized our Hive3D Development Platform to use Qualcomm’s Adreno™ SDK and Profiler, interfacing directly to the Snapdragon development environment. This substantially reduced our development time and allowed us to achieve better performance and higher 3D quality,” said Nikos Vassiliou, Chief Software Architect at Eyelead Software. “As a result, we are able to deliver richer 3D content and an overall more exciting mobile gaming experience to these devices,” he added.

“We are excited to help Eyelead and other Indie game developers enter new markets for mobile gaming,” said Dave Durnil, director of advanced gaming at Qualcomm. “The launch of apps like Snapdragon GameCommand allows consumers to discover and access the most advanced Snapdragon-optimized and exclusive games, such as Bunny Maze 3D.”

Eyelead’s Bunny Maze 3D title is available currently in the North America, Greek, Russian and other markets for Android devices powered by Qualcomm Snapdragon processors and is to be made available at a later date on more markets and platforms. Eyelead is committed to continue bringing and enabling killer 3D content for a wide variety of mobile devices by leveraging its advanced technology that allows production of optimized 3D content to multiple platforms in parallel.

Source:http://www.marketwatch.com/story/eyelead-software-launched-the-bunny-maze-3d-game-2012-01-31

Finalists chosen for $250K software contest

November 14th, 2011

The 10 finalists in Greentree’s Game On competition have been chosen and public votes will help decide which company will win up to $250K worth of Greentree business software and services.

Greentree CEO Peter Dickinson said the Game On competition is unusual in that finalists were chosen not simply for being the “best business” but rather for having great potential hindered by acute business systems “pain points” that could be healed by applying Greentree software.

Dickinson said choosing the finalists from the dozens of entries was not easy for him and fellow judges Mike Hutcheson, Justine Smyth, Simon Challies and Ken Davis. “The calibre of the entries was impressive and the finalists are each special in their own way.

“While their work is diverse, they share common issues of running outdated, non-integrated systems. They all want better visibility of their performance, and are confident they can grow stronger with better computing power.”

The 10 Kiwi companies that will battle it out for the ultimate business painkiller are:

BGH GROUP: This Bay of Plenty-based business has supplied engineering products for over 50 years and one of its companies, Hose Supplies NZ Ltd, has recently been pumping oil from the stricken container ship Rena.

DIRECTIONZ: When you see a road sign telling you where to go, there’s a good chance it’s been installed by this Auckland firm.

GEMCO CONSTRUCTION: This major Hawke’s Bay business is currently working on the region’s largest building project: the museum and art gallery in Napier.

HARDING TRAFFIC: Traffic control, car parking – even the lights on airport runways – this Auckland business is focused on keeping people moving.

HARREX GROUP: More than just accountancy – this innovative Invercargill finance and strategy firm’s motto is “Turning Southland business on its head”.

KAURI NZ: If you’re a wine lover, that glass of pinot probably matured in a barrel supplied by this Wellington-based importer of vintners’ products and food ingredients.

NZ CONTROLS: Many major production lines function with the help of this Auckland firm, which specialises in innovative electrical and software design, engineering and development.

PARMCO APPLIANCES: Ready, steady, cook! This Auckland business supplies technological excellence in the kitchen.

RESOLVE GROUP: Auckland’s harbour bridge is safer and less congested, thanks to the movable median barrier designed by this company, specialists in solving tricky transport problems.

SMAIL & CO: As Christchurch rebuilds, this locally-based manufacturer and importer of bathroom products will be heavily involved, but says its current system is a long-drop, when it needs an en-suite!

Source:http://www.voxy.co.nz/technology/finalists-chosen-250k-software-contest/5/107432

Medford software company creates mobile device game

October 29th, 2011

The reconstituted Trilobyte Games LLC announced creation of “Diddly,” a trivia game for mobile devices with Apple operating systems.

The Medford software company says “Diddly” fills a void in the mobile applications market for a well-produced trivia challenge.

“We believe that the key to a successful trivia game is extremely clever and witty questions, presented in an attractive, simple and user-friendly way,” said game designer and Chief Executive Officer Rob Landeros.
“Diddly” is aimed at trivia buffs who enjoy wrapping their minds around double entendre, subtext and subtlety, Landeros said.

Trilobyte Games plans to fund its latest venture through a Kickstarter campaign — using volunteers on the Internet to raise $25,000 for the project. Kickstarter efforts now are the second most common way to fund movies and books, company spokesman Charlie McHenry said.

“It’s a very cool deal that eliminates (venture capitalist) or investor middle-men, so we’re not beholden to a Menlo Park firm, and we don’t have to share our profits with investors,” McHenry said. “We’re given 60 days to raise our $25,000 target. If we’re not successful, no dollars change hands. Contributors make pledges and Kickstarter keeps 5 percent of successful projects for the use of their platform.”

For more on the Kickstarter campaign, see http://goo.gl/f6uoS.

Even if the Kickstarter avenue fails, McHenry said the company will follow through with the project. “We’ll fund this game one way or the other,” he said. “If Kickstarter fails us — and we’re anticipating success — we’ll find a small investor who will take a royalty to fund development.”

Unlike the original Trilobyte, whose computer games generated millions of dollars in sales in the 1990s, the new Trilobyte Games is seeking small niches in a highly fragmented industry.

“We’ve been working with contractors and collaborators,” McHenry said. “Our revenue has reflected the challenges of the Apple ecosystem, with 80,000 competing games. That is to say we’re iOS (Apple’s operating system for mobile devices) ‘thousandaires,’ not making the gazillions that gaming companies used to command.”

“Diddly” is the company’s fourth property and second ground-up development following “The 7th Guest: Infection.” Trilobyte also produced apps for “The 7th Guest” and “The 7th Guest Book of Secrets.”

“Diddly” can be played solo, face-to-face or remotely via the Internet. Players play a common game with an iPad used for the main display. Each player uses his or her own iPhone or iPad. Apple TV owners can use the television as the main display and play through their own mobile devices.

Trivia packs will be sold in-application or via iTunes. Regular new packs will be thematically based by general categories, age levels and special interests.
McHenry said Trilobyte has ventured into the e-book realm as well — trademarking the term appBook — and interactive film space.

The company has reached a license agreement for “Hollow Fields,” which will be made for iPad use, as will “Tender Loving Care,” Landeros’ 1995 film starring John Hurt.

Source:http://www.mailtribune.com/apps/pbcs.dll/article?AID=/20111028/BIZ/111029970/-1/NEWSMAP

Is Software Deployment Now In for a Game Change?

October 12th, 2011

In one hand the market is discussing a shift to ‘ubiquitous’ technology and adopting ‘bring your own’, BYO, to allow people to make use of their favorite devices, and presumably interfaces, while on the other hand the two device platforms that are likely to be most popular will ‘lock down’ choices. Is this good or bad?

You have to admit that Apple introduced a real game change, and I don’t mean with their products, though it’s fair to say that sequentially the iPod, iPhone and iPad can all be described this way. No, I mean the App Shop, the real power that underlies and enables all these successful products, and even after all this time is the unbeatable foundation that any competitive tablet maker has to take on. Android is the only real challenger right now, especially if HP does pack up and go away, though Microsoft is waiting to unveil its move into the tablet market. But both these challengers recognizably come from the traditional technology go-to-market approach, and Apple is very different with its App Shop as a personal consumer buy.

So is Amazon the real competitor with its new Kindle Fire tablet? Its appeal is to the consumer, the very market that Apple commands, its launch material constantly referenced Apple’s iPad, and it’s cheaper. I suspect that Fire will be the mass employee equivalent of the iPad to the executive manager and that it’s going to be appearing on your site chasing after your connectivity and services shortly. It’s a more powerful beast than it might seem. Sure it’s all about, and subsidized by, getting the consumer directed straight onto Amazon to buy their vast range of products with the same ease as buying books with a Kindle, and seems likely to succeed in this, but take a look at the Silk browser.

Amazon Web Services has taken the role of holding optimized versions of thousands of websites to make them really fast for an Amazon Fire user on their Silk browser. Amazon says these are ‘popular’ websites – well they certainly will be to a Fire user in preference to a site offering the same ‘products’ or ’services’ which Amazon doesn’t consider popular! In comparison, Apple directs you to ‘products’ and ’services’ that are in the Apple App Store, same end result in both cases; the device, operating system (even though in Fire it’s a version of Android), and connections all direct you to a ‘favored’ set of sites, or apps.

So, on one hand the market is discussing a shift to ‘ubiquitous’ technology and adopting ‘bring your own’, BYO, to allow people to make use of their favorite devices, and presumably interfaces, while on the other hand the two device platforms that are likely to be most popular will ‘lock down’ choices. Is this good or bad? Apple has successfully introduced a proven sense of ‘reliability’ to the users that there are none of the technology problems that they fear to stop them making widespread use of the many services on offer in the Apple App store, something that the more diverse Android market has yet to achieve. Being a ‘controlled’ environment, it’s safe too, i.e. Apple acts as a central control on apps being submitted for the App Store and ensures no malware and viruses are present, and the model allows developers to build and sell small highly-focused apps in a manner that would be difficult otherwise, thus encouraging new innovative moves.

We can’t be sure yet how the Amazon approach will turn out but it seems to me that it is going to focus on those websites that are selling B2C through Amazon and as such will boost online commerce even further. However, these are visible effects that Apple has produced and Amazon may bring into the market, but the bigger picture for the software industry and CIOs is less clear. Will we see a stronger split between enterprise IT where the application is sold to the enterprise with a corporate business case, and user, meaning employee, use of software and tools shifting at the skilled end to be more like a mechanic, or carpenter, or any number of other skilled craftsman role, where they supply their own tools?

In the enterprise software market, how it is deployed and charged may change towards ’services’ and ‘as a service’ on consumption but the answer to the who develops, markets, deploys and maintains looks likely to be recognizable around what we know today. On the employee side all those iPads in the executive managers’ hands are already being used for relatively personal focuses to improve their working capabilities and skills in their enterprise roles, a good example of the management mantra of employing intelligent people and encouraging them to be ‘entrepreneurial’.
So is ‘bring your own’ really a move to encourage on the basis that it will allow an increasing number of employees to behave this way for the benefit of the enterprise? Will really innovative and differentiated software that can make a difference in unique, strongly-focused, specialized areas come by this route? And will Amazon Fire bring this to another and larger group of enterprise employees? The introduction of the PC radicalized the design, development and deployment of software in the late 1980s and early 1990s, and there is no reason to think that tablets (and smartphones which are really increasingly smaller versions of tablets) won’t do the same! Indeed, why would they carry on with the current model when the tablet is such a revolution in every other aspect?

Source:http://pcquest.ciol.com/content/techtrends/2011/111101101.asp

Entertainment Software Association: Video Game Popularity Creates Increased Demand for Game Degree Programs

August 23rd, 2011

The number of programs in video game design, development and programming continues to rise at American colleges, universities, art and trade schools across the country.

According to new research from the Entertainment Software Association (ESA), American colleges and universities will offer 343 programs in game design, development and programming, including 301 undergraduate and 42 graduate programs, during the 2011-12 academic year.

“It is encouraging to see so many institutions of higher learning preparing students for careers in our creative and high-tech industry,” said Rich Taylor, senior VP for communications and industry affairs at the ESA, the trade association representing U.S. computer and video game publishers. “Video games are everywhere nearly three quarters of American households play games, and education, healthcare and business professionals are using them to help us lead happier, healthier and more productive lives. With an increasing number of schools now offering graduate programs in game design and development, students have even greater access to the training they need to meet this growing demand.” Students interested in game design and development careers can choose from a broad range of degrees and geographic options. Schools offer programs ranging from professional certificates and associate degrees to master’s degrees and doctorate programs. This year’s list includes graduate programs such as the Game Design and Development program at Rochester Institute of Technology, the Interactive Technology in Digital Game Development program at Southern Methodist University, the Game Development program at DePaul University and the Serious Game Design Program at Michigan State University.

According to Entertainment Software Association, 45 states and the District of Columbia are home to schools offering design and development programs. California remains at the forefront of this educational field, with 54 institutions of higher learning offering game-related programs, followed by Texas (24), Illinois (20), Florida (18), New York (15), Minnesota (14), Massachusetts (13), Arizona (10), Michigan (10), and Pennsylvania (10).

The continued growth of video game programs coincides with the overall growth of the entertainment software industry, and the increasing role of games in daily life. Computer and video game sales in 2010 totaled $25.1 billion and game companies now directly and indirectly employ more than 120,000 people in 34 states. According to the ESA’s 2011 Essential Facts about the Computer and Video Game Industry report, 72 percent of American households now play computer and video games. Reaching beyond entertainment, computer and video games are helping teachers bring 21st century technology to the classroom, improving healthcare outcomes and allowing business professionals to hone their skills.

The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Expo, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts.

Source:http://www.tmcnet.com/usubmit/2011/08/22/5720419.htm

Best Buy: December Game Software Sales Down Over 2009

January 7th, 2011

n announcing December sales numbers today, electronics retailer Best Buy said a significant sales drop in the entertainment software category sales was “driven primarily by a decrease in gaming.”

Soft sales in music and movies also contributed to the 15.4 percent year-over-year drop in comparable domestic store sales in the category, the company said, well behind a 5 percent domestic sales decline for the company as a whole during the important retail sales month.

Sales in the consumer electronics category — which includes video game hardware — were also off 7.9 percent compared to December 2009, though Best Buy said this drop was due primarily to weakness in flat-screen TV sales.

The company as a whole generated nearly $6.5 billion in domestic sales for December, down 3.2 percent from the same month in 2009.

Best Buy’s results come a day after disappointing holiday sales figures for major game retailer Gamestop and the revelation that video games were the weakest 2010 holiday sales category for Toys R Us..

Gaming also lagged behind expectations for Best Buy in the retailer’s third 2010 fiscal quarter, which ended in late November. Sales of game software for that period were down 14 percent, year over year.

Source:-http://www.gamasutra.com/view/news/32348/Best_Buy_December_Game_Software_Sales_Down_Over_2009.php

Microsoft only excpetion as game sales go down in September

October 17th, 2010

The sales of video game have slumped last month but Microsoft recorded positive sales with Halo: Reach putting the Xbox 360 over the top. The overall sales of the video game industry slumped 8% with revenue dropping from $1.32 to $1.22 billion year-on-year. The year-to-date total to $9.89 billion, it was $10.75 billion last year.

Referring to the numbers, r NPD said, “These numbers reflect the largest channel for hardware, software and accessories sales, but there are content sales happening elsewhere.” The figures have been released by NPD and we need to wait for the results of some more companies to believe that it is really true.

Halo: Reach proved to be the winner and it helped boost the sales of the Xbox 360. The year-on-year growth of Japanese electronics giant Sony finally reversed this year mainly due to a difficult comparison, since the slimline PS3 launched last September. On its part, Sony is yet to release a monthly sales summary.

Below is the September 2010 software, though NPD does not rank by platform.

1. Halo: Reach (360)
2. Madden NFL 11 (360, PS3, PS2, Wii, PSP)
3. Dead Rising 2 (360, PS3, PC)
4. NHL 11 (360, PS3)
5. FIFA Soccer 11 (360, PS3, PS2, PSP, NDS)
6. Kingdom Hearts: Birth by Sleep (PSP)
7. Mafia II (360, PS3, PC)
8. Spider-Man: Shattered Dimensions (PS3, 360, NDS, Wii)
9. Metroid: Other M (Wii)
10. Call of Duty: Modern Warfare 2 (360, PS3, PC)

The sales of Halo: Reach touched 3.3 million units, said NPD. It does not include hardware bundles. “The accessory sales were the only category up in dollar sales for the month, driven by sales of Specialty Controllers and Audio,” including the new Playstation Move Navigation controller and Sports Champions bundle, which contributed to this accessory type’s growth,” noted NPD.

Source:http://www.lanewsmonitor.com/news/Microsoft-Only-Excpetion-As-Game-Sales-Go-Down-In-September-1287328318/

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